Aplicación móvil con realidad virtual para promocionar los lugares turísticos de Pacasmayo
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Date
2024
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Universidad Nacional de Trujillo
Abstract
La presente investigación tiene como título aplicación móvil con realidad virtual para promocionar los lugares turísticos de Pacasmayo, en el cual se tiene como objetivo general determinar la influencia de una aplicación móvil con realidad virtual para promocionar los lugares turísticos de Pacasmayo, se aplicó el diseño preexperimental del tipo experimental, asimismo se empleó una población de 30 personas, además se utilizo el lenguaje de programación Java y NoSQL, también se utilizó la metodología de desarrollo Mobile-D. Los resultados revelaron un aumento significativo en el conocimiento de los destinos turísticos antes de la implementación, el conocimiento promedio era del 38.57%, mientras que después de la implementación aumentó considerablemente hasta el 97.20%, representando un incremento del 58.63%. En cuanto a la intención de visitar estos lugares, se observó un aumento notable antes de la implementación, 14 individuos expresaron interés en visitarlos, mientras que después de la implementación este número se incrementó a 38 individuos, lo que representa un aumento de 23 individuos. Respecto al tiempo necesario para familiarizarse con los lugares turísticos, se redujo significativamente antes de la implementación, el tiempo promedio era de 1666.47 segundos, mientras que después de la implementación se redujo a 687.63 segundos, lo que significa una disminución de 978.84 segundos en promedio
Abstract The present research is titled "Mobile Application with Virtual Reality to Promote Tourist Places in Pacasmayo". Its general objective is to determine the influence of a mobile application with virtual reality to promote the tourist sites of Pacasmayo. A pre-experimental design of the experimental type was applied, using a population of 30 people. The programming language Java and NoSQL were used, along with the Mobile-D development methodology. The results revealed a significant increase in knowledge of tourist destinations before implementation. The average knowledge was 38.57%, while after implementation, it increased considerably to 97.20%, representing an increase of 58.63%. Regarding the intention to visit these places, a notable increase was observed before implementation: 14 individuals expressed interest in visiting them, while after implementation, this number increased to 38 individuals, representing an increase of 23 individuals. Regarding the time needed to become familiar with the tourist sites, it significantly reduced before implementation. The average time was 1666.47 seconds, while after implementation, it reduced to 687.63 seconds, indicating a decrease of 978.84 seconds on average
Abstract The present research is titled "Mobile Application with Virtual Reality to Promote Tourist Places in Pacasmayo". Its general objective is to determine the influence of a mobile application with virtual reality to promote the tourist sites of Pacasmayo. A pre-experimental design of the experimental type was applied, using a population of 30 people. The programming language Java and NoSQL were used, along with the Mobile-D development methodology. The results revealed a significant increase in knowledge of tourist destinations before implementation. The average knowledge was 38.57%, while after implementation, it increased considerably to 97.20%, representing an increase of 58.63%. Regarding the intention to visit these places, a notable increase was observed before implementation: 14 individuals expressed interest in visiting them, while after implementation, this number increased to 38 individuals, representing an increase of 23 individuals. Regarding the time needed to become familiar with the tourist sites, it significantly reduced before implementation. The average time was 1666.47 seconds, while after implementation, it reduced to 687.63 seconds, indicating a decrease of 978.84 seconds on average
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Keywords
Lugares turísticos, realidad virtual, promoción, destinos turísticos, metodología Mobile-D